Fundamentally TST is about TOUCH and INTELLIGENCE (Parents version).

Fundamentally TST is about :
 

 

Dexterity of touch

 

 

Fundamental Footwork Patterns

 

 

Individual Intuitive Game Intelligence

 

That is:

 
Can players put the ball exactly where they want,
at the speed they want,
as efficiently and effectively as possible,
so that they set up the next moment of play.
 
 
 
The game is about the manipulation and use of space (and time) to improve the position of the ball and touch& footwork are just tools in this process.
 
In simple terms : The game is about space [not footwork, but footwork, in all its forms and in all moments of the game (first touch, 1v1, running with the ball, setting up to release), is an incredibly powerful tool in the time and space manipulation process
 
Therefore we do a huge amount of work at TST developing Footwork.
 
Initially the First stage (youngest players) of the TST technical development process is :
  • About building a relationship with the ball.
    • Can players move the ball around their feet and body.
    • Can players change direction (including lateral and turn) when on the ball
    • Can players use footwork to solve problems
  • About creating a mindset that helps players believe they can be creative and confident on the ball.
  • And even at a very young age - can they play with other players.

With this in mind we obviously have to help players develop some basic techniques
  • Can a player  :
    • Touch the ball away from the body
    • Touch the ball across the body
    • Change direction whilst moving the ball
    • Turn
    • Drag back into a change of direction
And as players develop
  • Can the above be 'explosive/sharp'
  • Can the above be done at sprint speed
  • Can deception be added (fake kick, fake touch etc)
  • Can the above be accompanied with the head being up

All of the above is pretty generic and can be done in open space (no cones required) and can be done in games. With very young players at TST we don't use cone work as it adds no value. They lack the maturity in terms of brain development to get the benefits out of cone work. The game (or game like games) is a better teacher at this point. Technical isolation is not necessary - other than some basic techniques (e.g : open the foot to pass etc) - so this is why the TST format is what it is in the youngest groups (up to about U8s and maybe U9s)

Good team coaches can do this well if they want to or know how to, so if a player already has one of these coaches, then they are one of the lucky few. However, team coaches (regardless of the age of the players they coach) often get to this stage of technical development and then stop looking to further develop footwork and technique.  This is why most players (at all ages - even into adulthood) have a poor touch, poor footwork and lack confidence in 1v1 moments. It is why players would prefer to boot it than control it and look to play in a more technical way. Why they would prefer to release it(often as early as possible) than engage an opponent. As a result technical development for most players usually stops at the very very first developmental hurdle.

This however, is when TST really kicks in.

 

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Once players are mature enough to deal with technical isolation, we introduce what we call
Fundamental Footwork Patterns (FFPs).
FFPs make up the TST footwork development program and makes TST unique.
Continue reading to get more info on FFPs.

 

Fundamental Footwork Patterns

A player can only do a small number of things when on the ball. These are:

    • touch the ball forward
    • touch the ball away from the body
    • touch the ball across the body
    • change direction whilst moving the ball
    • turn
    • Drag back into a change of direction
    • fake any of the above
So at TST we ask this question. What is the most efficient way of achieving the above? From this question you get FFPs. This not only develops a strong technical footwork base (which also develops dexterity of touch, foot speed and agility), but also provides a base on which all advanced footwork can be built upon.

In the table below, you will find all the FFPs. [The FFPs highlighted in yellow would be the first patterns taught. They are 2 touch patterns - and naturally include the 1 touch patterns]: These are what we want all players (who are not natural technicians) to use as instinctive ball moving techniques, whether in a first touch moment, a 1v1 moment or preparing to release.

 

Drag Back Vs

1 touch lateral

2 touch lateral

2 touch lateral Fwd

Turns

DB flick behind

Inside push shuffle

Dush Dush

Inside Inside

Drag turn

Same foot V*

Outside push shuffle

Inside Outside (step/hop) [fake inside]

Outside Inside

Dush Dush

Switch foot V*

Inside chop shuffle

Inside step Inside

 

Inside Chop / Cruyff

*using an inside or little toe

Outside Chop shuffle

Outside step Outside

 

Outside Chop

 

O-fake switch O-push

 

 

Inside step Inside

Maradona Spin

Ronaldo Chop

 

 

Outside step Outside

  • Black = Fundamental Footwork Patterns
  • Blue = fakes (these are all a player needs initially)
  • The other things in the table above are as follows;

    • Greys = duplicated (does the same thing as another pattern) / tweaked patterns (slight improvisation on another pattern)
    • Red = start to get more advanced, but need to be included as they offer something the other FFPs don't

Introducing and developing FFPs

All these can be introduced in open space (no cones required) however beginners who cant do the FFPs will get bored very quickly if the footwork practice is too dry - hence why with young players and slightly older beginners we don't do cone work or much isolated footwork. [Also note though that cones add an extra level difficulty which young/beginner players will find very frustrating. This is discussed more below].

With very young player and [beginners] footwork needs to be developed predominately in games** ( The 'game' is a better teacher at this point than isolation, as long as players are not put under so much pressure that they cant practice footwork, and we try to play games that maximize the opportunity to get on the ball).

**Games doesn't mean actual games. It just means something with an fun objective. Think party games except with a ball. Stuck in mud tig except with a ball etc to get the idea.

 

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The second stage of the footwork process is :

Can players do the above footwork patterns in open space as ball mastery exercises?
Can players start to use the patterns in games?
Does the terminology have meaning?

It is at this point even most of the best team coaches stop developing basic footwork (and have also probably not covered the full range of FFPs or them in detail) and instead start to introduce 1v1 moves (scissors, elasticos, step overs  etc) and think that this is the next stage of players technical development.

This might make sense to a team coach (as they read players need to comfortable in 1v1 moments) or because this is what the most creative players in the world do, so then this must be what the kids need to learn. Plus developing touch takes a long time, and team coaches might loose patience with the process long before there are any benefits to it. Yes the coach wants to develop players, but they also want to win games and time spent developing touch and technique that will not make much difference to the result at the weekend. And to be fair to coaches this should be their priority to a degree.

But this where TST differs to a team coach, and a team mentality. TST is not interested in the game at the weekend. We only care about the individual. TST does not sacrifice the development of 'touch' because of the need to prepare players for their next game. We also don't look to emulate the over elaborate players (Neymar, Ronaldino) as this is not the pathway to true technical excellence. Iniesta and Messi are our inspiration, and you wont see them do anything unnecessary.

And one final note, 1v1 ones are won in the head, and not by doing a 'move'.

TST is only interested in the quality of a players TOUCH when using FFPs, regardless of whether they are doing cone work, playing a tech game or playing a small sided game (2v2, 3v3), and only when playing games do we then also look at the decision making processes at an individual level and hope that the choice of the appropriate footwork pattern (the footwork patterns we teach are all players need) is slowly becoming a natural (subconscious) way of moving the ball. That is : The footwork does not interfere with but enhances the decision making processes, and problems are solved with the brain first and footwork is just an instinctive tool in the process.

TST provides players with a level of practice opportunity, repetition and feedback (the fundamental ingredients to development) in regards to their touch, during the execution of FFPs, that a team coach could not possibly do. This is where TST adds massive value to a players long term technical development

The next Stage of the TST technical development program is built round the development of Fundamental FOOTWORK patterns using Cones.

 

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What does footwork using cones achieve?

The uneducated view of cones is that the coach lines up a row of cones and tells the players to dribble through them. There is almost zero teaching or learning in this. Other coaches recognize this and so conclude that cones are therefore useless as development tool. As a result cone work has become a dirty word when developing players. But these thoughts have been generated from team training environments by individuals who couldn't possibly have looked into it themselves to get sufficient level to understanding of the pro and cons (although they think they have).

It's akin to a person dismissing the bible without ever reading it. If you are going to have a go a something, it would make sense that you understood the subject better than those you are dismissing.

In any event, TST is not a team training environment. TST uses cone work in a way that is beyond most players and coaches comprehension and has been developed over a 10 year period, slowly being researched and refined.

There is so much that cone work can achieve, and so much that players can get from cone work that they will not get by just playing and learning through their own trial and error and the little bit of individual guidance they get at team-training.

TOUCH

Firstly lets consider touch. As stated above, most coaches and players see technical development as the development of a movement patterns and so will teach a back foot touch, a scissor, a maradona spin - all with aim of helping players get the movement pattern of a technique. Players think they have learned something, coaches think they have taught something and everyone believes that the introduction and slight development of a movement pattern is the way to becoming a better player. And it is a start no doubt.

'World renowned' academies are based on nothing more than this idea. If you learn this movement pattern on the ball ( this technique, this ball mastery exercise etc) then you will become a better player. If you can do this one, can you you do this other one? (even though it achieves exactly the same thing or is completely useless in a game).

This approach is fundamentally wrong and completely misses the point of what a good player needs. A good player does not need more and more movement patterns under their belts. This will do nothing but muddy the water. Almost all players (who put in the time) can do almost all techniques to some degree or another. All players can do a scissor, a step over, and an elastico (eventually). All players who have been coached well can control a ball, take back foot touch, move the ball out of their body with a little toe touch !!! So why aren't all players good players???

It is because after a certain point technical development is not about the movement pattern of a technique - it is about:

  • The Quality of the touch (precision of weight and accuracy and timing) during the technique,
  • The way a player is able to move with the ball (become one with the ball)
  • Doing this in an intelligent way (that is ; the brain comes before the footwork) that is appropriate for the moment

This is the real technical development of a good player. It is indisputable. Having a bunch of different ways to do the same thing adds almost zero value to a player.  What is needed is the laying down of fundamental footwork patterns, which are all that is needed for any moment in the game, which are then tested under unceasingly difficult conditions which put a players 'touch' in all its forms, under increasing pressure.

This where cone work comes into the picture. As stated above coaches who hate cones will say 'you dont play against cones, or cones cant tackle you'. But they miss the point. Cones are not there to reflect the game. They are there for a number of other reasons :

  • Firstly they allow a framework for the repetition of the specific FFP you are working on
  • They act as a constraint on time and space.
    • If a player cant put the ball in a specific place at a specific speed so that they remain 'one with' the ball, then the cones will find them out - it will let them know how good or bad there footwork and touch truly is
  • They can be used to develop the importance of the steps around the ball
    • Does a player take no steps,1 step, 2 steps or 3 steps between touches and can they do this within the time ans space constraint
      • The steps around the ball are a integral part of footwork technique and critical to good ball moving (but essentially ignored by all coaches when developing footwork)
  • They are great for developing a rhythm (walk/jog/run/sprint) and foot speed (increasing this rhythm)
  • They are great for developing the ability to get the 'head up' while moving the ball. Can a player move a ball through cones as well with the head up as they could if the head is down.
  • They are great for developing explosive lateral movement into a change of direction.
  • They allow the opportunity for feedback (internal and external) which is essential for accelerated learning and subconscious embedding of movement patterns.
  • They can be used to help add context and allow players to imagine where a defender might be and what they might be doing. The cone isn't the defender but can trigger a players imagination of a defender being present.

As stated, the cones are not there to act as stationary players, but are there for lots of other reasons, and the benefits of using cones correctly is very difficult for most players to get elsewhere.

The variety of what can be done with cones is immense.
  • For players who are just starting to develop FFPs, the cones can just gently guide a players touch whilst leaving a big margin for error so that players have a chance of success.
  • For advanced players, cones* (set up in creative and imaginative ways) push a players touch and ability to use FFPs with almost minimal conscious thought, to its limits - for these players there is no margin for error.

At the highest level the time and space constraints are similar in regards to touch - there is almost no margin for error. Touch has to be perfectly timed - and this takes years of constant exposure to environments that push TOUCH to its limits. [Players who practice useless ball mastery exercises or a million ways to do the same thing, do this to the detriment of highly efficient and effective game play, and are wasting huge amounts of development time in the process, even though may believe they are working hard].

So having said the above:

Stage 3 of the Footwork Development Model is:

  • Introduce cones and begin the constant progressive long term repetition of FFPs [which includes paying attention to the steps around the ball (not just the touch of the ball) and make sure the steps, the footwork patterns and the touch are constantly tested, refined and improved.
  • Players need to get to a level where the cones are not a problem.
    • Cones are only an issue if a players touch is poor.
    • Cones for a good player,  actually make no difference to their ability to move the ball around their feet.

At this stage it is worth making the point that these levels are not distinct levels with distinct borders.Players are almost certainly working in a number of different stages at a time (once their fundamentals are in place).

Stage 4 of the Footwork Development Model is:

  • Increase the rhythm of the footwork - so that the foot speed is getting quicker and quicker
 
All developing players need to get quicker no doubt. To see if a player is near top end of level 4, maybe check if  a player can move the ball around their feet at their sprinting foot speed without breaking stride.' If a player is at their maximum,then level 4 cannot be improved.
 

Stage 5 of the Footwork Development Model is:

  • 5a: Almost all FFPs need to be done with the head up (or more precisely the ball is at the bottom of a players vision whilst the middle of their eyes are scanning and checking)
  • 5b: Use the FFPs as a 'first touch and release' rather than ball moving patterns
    • That's the thing about FFPs, they can be used in any moment
  • 5c: Start to play around with FFPs and build deception onto the fundamentals
    • Remember that fakes are always an improvisation of something simpler (and not these stand alone 'skills' that they are portrayed to be).
    • Understand the roots of a fake, before developing the technique and touch of a fake
  • 5d:  FFPs are incorporated into a picture in the game (see below for a more detailed explanation of this)
  • 5e:  FFPs are combined like a jigsaw pattern to really test the brains ability to switch from one pattern to another seamlessly and can be rearranged effortlessly in games as required.

So stage 6 of the footwork development Model

  • 6: Combine all of the above.
Level 6 is level 4 and 5 combined. If a player could still be quicker on the ball relative to their current foot speed without a ball, then they are not at level 6 yet.
 

Throughout all of these stages - the appropriate application (game intelligence) of the FFPs and more advanced skills are given the chance to develop by playing technical games designed to enhance the game functional development and application of FFPs. Level 7 therefore kicks in as early as possible.

 

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Stage 7 ; That's when learning about the real game really starts.

Once a player is at this stage, learning about the real game kicks in. The game is ultimately a decision making exercise and an exercise in manipulating time and space to improve the position of the ball. Only players which a strong technical base can play the game 'in an advanced way', and their ability to play the game at a professional level is only limited by other attributes (physicality, mental strength, intelligence).
 
Players who clearly demonstrates good football  intelligence (and use footwork as a tool rather than a toy) when playing, are already well into level 7. The big test for players moving forward is the speed of intelligent execution (at level 6 and 7). Can players play under increasing time and space constraints. It is only then, we would say we have a player.
 
Development journey with a long term in mind
 
So with all this said : We hope you are on the development journey with a long term in mind. There are no quick fixes to becoming a good player. Yes you can get fitter or a little stronger, or your team coach can change tactics to help you win games - but when it comes to playing at the highest level possible there are no quick fixes and any that are used are just a band aid trying to make up for current deficiencies.
 
It is much easier for some coaches to choose a quick fix, which may last a year or 2, but after a couple of years this coach, who introduced the quick fix (to win a league say) moves on, (as they know they will get found out eventually as the players struggle, when the opposition who took the hard road, come good). The CV of these coaches look great. 'Won this league or that league........but the teams that won the league and the players in these teams,  are no longer top of the tree and those players who did it right, start to shoot past them.
 
Johaan Cruyff : "If I start running slightly earlier than someone else, I seem faster." What he is saying is that 'speed is in the brain, and not in the body necessarily'. If a player is getting to the top end of Level 7, they should seem quicker than those around them even if they are not.
 
So a player could be a high level 7 player at one level of the game, but if they step up a level in terms of who they are playing with and against, they may go back to the lower levels of level 7. As players develop and especially from mid teens onwards it is this process that irons out who will end up playing professionally (and at what level) and who won't.
 



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